Last War Survival Influence Points Guide: City Capture, Garrison and Ranking Tips
A complete Last War Survival Influence Points guide covering city capture, the Season 6 Destroy mechanic, garrison defense, IP math, and the alliance ranking tiers that drive rewards.

Influence Points (IP) are the core scoring currency of Season 6 — Lost Rainforest. Whether your alliance is fighting for the top bracket or just trying to hold the line, understanding how IP is earned, how it is destroyed, and how to defend your cities is what separates a winning faction from a stranded one. This guide covers city capture, the new Destroy mechanic, garrison rules, and the ranking tiers that decide your end-of-season rewards.
For alliances planning a serious push — more squads, faster march speeds, and season boosts for the war days — you can top up Last War: Survival safely and instantly through Topuplist, or head straight to the Last War Survival top-up page for the current best-value bundles.
What Are Influence Points in Last War Survival Season 6?
Influence Points are the primary metric for both your faction's standing and your alliance's end-of-season reward tier. Both capturing and destroying cities feed the total, but the two paths follow different rules. As detailed in the cpt-hedge City Clash & Faction Clash guide, your faction's buffs scale with two sub-types:
Faction Occupied Influence Points — earned by controlling territory (capturing and holding cities).
Faction Destruction Influence Points — earned by destroying enemy faction cities.
Crucially, IP gained from destruction cannot be taken back — but the enemy can destroy your cities in return to close the gap, which is why defense matters as much as offense.
City Capture vs City Destruction — The Core Rules
Season 6 changes the old "capture everything" model. There are now two very different interactions depending on who owns the city.
General requirements always apply: declarations can only be made on War Declaration Days — Wednesday and Saturday — and your alliance must have a valid territory connection to the target, including diagonal adjacency. The daily limit is shared: you get 2 actions between Declare War and Destroy on those days, so every target must be chosen deliberately.
War Declaration Days and the Daily Limit
Because the Destroy action shares the same daily cap as Declare War, wasting a declaration on a city another alliance is already hitting burns your whole faction's limited shot for that day. Coordinate inside your faction before committing so only the alliance with the highest expected destruction contribution engages each target.
Want your rallies to land harder on war days? A targeted Last War Survival top-up on Topuplist lets you accelerate troop recovery and march speed so your alliance can sustain back-to-back captures and destroys.
How Influence Points Are Redistributed on Destruction
When an enemy city is destroyed, the IP does not simply move from defender to attacker — it is partially erased, creating a double impact on the faction standings.
In practice, one successful destruction pushes the attacker up by half the city's value while dropping the defender by the entire value — a swing that can flip a close faction war. Only one alliance is credited per city (the one with the highest destruction-percentage contribution); any other alliance that attacked the same city walks away with nothing but a burned declaration.
Garrison and Defense — How to Hold Your Cities
Defense is where alliance discipline wins seasons. You can always defend your own cities under attack, and any Pact Alliance can help you defend as well.
The 40-Troop Garrison Cap and Snake Barrier
A city is lost (destroyed) once its durability reaches 0, so keeping 40 troops garrisoned and stacking the Snake Barrier shield is the baseline defense. Remember that defending successfully does not reset the protection timer — on War Days the same city can be hit in both timeslots, so your rally leaders must plan reinforcements for both windows, not just the first.
Strengthen your garrison and reinforcement marches with a quick Topuplist top-up, or browse every supported deal on the Topuplist homepage to keep your war-day stamina stocked.
The Sanctuary — The Highest-Stakes IP Target
The Sanctuary is the Season 6 Capitol and the single most important building on each warzone's battlefield. Its IP rules make it the ultimate objective for both factions:
Your faction captures the Sanctuary → the Top 60 alliances in your faction's IP ranking each gain a +200,000 IP bonus.
Enemy captures/destroys the Sanctuary → the Top 60 enemy alliances gain +100,000 IP each.
Once destroyed, the Sanctuary cannot be repaired, though the Assign Title function stays available.
Because the bonus scales with your Top 60 IP ranking, defending your Sanctuary is extremely high-stakes — losing it hands the enemy a massive, hard-to-reverse swing. (During Week 2's conquest, the Sanctuary is only available to Warzones internally.)
Ranking Tiers and Reward Brackets
Your alliance's Influence Points rank decides its Alliance Settlement reward tier at season's end. Per the cpt-hedge Alliance Settlement Rewards guide, the brackets run:
War Merit alternatives exist: Tier 3 can also be reached by ranking 2nd–3rd in Total War Merit, or 1st in Destruction, Kill, Garrison, or Fortify War Merit (each paired with 600k IP); lower tiers relax the IP and War Merit thresholds further. This means a combat-focused alliance can climb by dominating a single category instead of topping every leaderboard.
Influence Points Tips for Alliance Players
Pick your war days. All declarations and destroys are locked to Wednesday and Saturday — plan rallies, reinforcements, and stamina around those two days.
Hold, then destroy. Capture neutral cities in your own warzone first to bank Occupied IP, then push into enemy territory to destroy high-value cities for the bigger swing.
Garrison 40 and shield up. Always full-garrison defended cities and pre-cast Snake Barrier; defend both War Day timeslots.
Protect the Sanctuary. It is worth more than any single city — coordinate your Top 60 IP alliances to defend it.
Avoid friendly fire on targets. Only one alliance gets destruction credit; agree on who hits what inside your faction.
Commit to one category. If you cannot win Total War Merit, pour everything into Destruction, Kill, Garrison, or Fortify to hit a high specialized tier.
For alliances serious about the top brackets, pairing disciplined coordination with a few well-timed Topuplist top-ups is the efficient way to keep troops, speedups, and season boosts flowing across all eight weeks.
FAQ
What are Influence Points in Last War Survival Season 6?
Influence Points are the core scoring currency. Your faction earns Occupied IP from holding territory and Destruction IP from destroying enemy cities; the total drives faction buffs and your alliance's end-of-season reward tier.
Can you capture an enemy faction city in Season 6?
No. Against an enemy faction city, the Declare War button is automatically replaced by a Destroy button — the city becomes a permanent ruin and cannot be captured or repaired.
How many cities can you attack per day?
On War Declaration Days (Wednesday and Saturday) you get a shared limit of 2 actions between Declare War (capture) and Destroy. Plan targets carefully because the limit is tight.
How many troops can garrison a city for defense?
A city can hold a maximum of 40 garrison troops during defense (up from 30 for Fishing Grounds). The Snake Barrier skill adds a shield that must be broken before durability damage begins.
What IP ranking do I need for top rewards?
The top tier (Tier 1) requires No. 1 in Influence Points. Tiers run down to Tier 8 (No. 121–999, or just using any Alliance Skill twice in the season), and high War Merit placements can substitute for IP rank at several tiers.

